In this game each player controls a paddle and a ball. At the beginning of each players turn, that players ball will move in the direction indicated by the arrow on that player's paddle. The object of the game is to direct your ball across the field and into the opponent's goal without being stopped. If, at the beginning of your turn, the other player's ball is in the column closest to your paddle, you may attack it if your paddle is in position. Since you only get 1 attack per turn, you must already be next to the opponents ball at the beginning of your turn to stop it, otherwise it will go in the goal, regardless of your paddle's position.

If your ball gets stopped or the other player's ball runs into yours, your ball will spawn in the reset territory, and on the following turn will spawn in front of your paddle. If you score your ball will fall into the goal, then will spawn in the reset territory, and on the following turn will spawn in front of your paddle. In short it takes 2 turns to reset a stopped ball, and 3 turns to reset a scored ball.

If your ball is up against a wall and you attempt to move that ball towards the wall, the ball will continue straight in its path. Remember that you must get your paddle in position before the ball reaches the last column, and you must attack the ball to block the shot. If your ball is in the last column and you cannot see the opponent's paddle, you have scored.

First to 3 wins.

Gameplay Settings

Gameplay Type

Turn Based

Return to unit placement from attack

Off

Return to attack after fortify

Off

Number of attacks allowed

1

Number of fortifies allowed

0

Multiple attacks

On

Allow fortification

Bordered

Allow abandonment of territories

On

Abandoned territories revert to neutral

Immediately

Fog type

Medium

Allow override of fog setting

Yes

Game history

Show

Team Settings

Teamplay Enabled

No

Team Vision

On

Team Unit Placement

Off

Team Unit Transfer

Off

Team Factory Production

Off

Cards

Cards

Off

Card Capture

On

Maximum number of cards allowed

5

Card values

Must capture non-empty territory to earn card

On

Card deck

A:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned

Disabled

Minimum bonus units per turn

0

Elimination bonus

0

Capturing of reserves on elimination

On

Maximum reserve units

0

Maximum units per territory

Unlimited

Auto Assign Factories

Number of sides on Attacker's Dice

1

Number of sides on Defender's Dice

0

Initial Setup

Initial setup

Setup based

Lock seat colors

On

Lock seat order

On

Lock starting bonus to:

Color

Allow seat selection

None

Capital cities

On

Capital city capture

On

Capital city unit assimilation %

100

Destroy unallocated Capitals

On

Number of units per Territory

3

Territory selection

Automatic

Unit placement

Automatic

Neutral count

Low

Neutral Factories

Use team names defined in Colors

Off

Allow players to choose seats / teams

None

Design Information

Territories

189

Continents

1508

Advanced Features

View Only BordersOne-way BordersArtillery BordersFactories

Board Settings

Gameplay

Turn Based

Available Players

2

Card Sets Worth

Off

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

On

Teamplay

Disabled

Fog Setting

Medium

Fog Override

Enabled

Open Games

0

Cards

Troops

Tanks

Planes

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

Black

0

Default

2

White

Default

Default

Board Description

PONG

... P1..........................P2

...1...2...3...4...5...6

A...|.v.|...|...|...|...|...|...|.v.|

B...|.>.|...|...|...|...|...|...|.<.|

C...|.^.|...|...|...|...|...|...|.^.|

D...|.>.|...|...|...|...|...|...|.<.|

E...|.v.|...|...|...|...|...|...|.v.|

F...|.>.|...|...|...|...|...|...|.<.|

G...|.^.|...|...|...|...|...|...|.^.|

....+...............................+

In this game each player controls a paddle and a ball. At the beginning of each players turn, that players ball will move in the direction indicated by the arrow on that player's paddle. The object of the game is to direct your ball across the field and into the opponent's goal without being stopped. If, at the beginning of your turn, the other player's ball is in the column closest to your paddle, you may attack it if your paddle is in position. Since you only get 1 attack per turn, you must already be next to the opponents ball at the beginning of your turn to stop it, otherwise it will go in the goal, regardless of your paddle's position.

If your ball gets stopped or the other player's ball runs into yours, your ball will spawn in the reset territory, and on the following turn will spawn in front of your paddle. If you score your ball will fall into the goal, then will spawn in the reset territory, and on the following turn will spawn in front of your paddle. In short it takes 2 turns to reset a stopped ball, and 3 turns to reset a scored ball.

If your ball is up against a wall and you attempt to move that ball towards the wall, the ball will continue straight in its path. Remember that you must get your paddle in position before the ball reaches the last column, and you must attack the ball to block the shot. If your ball is in the last column and you cannot see the opponent's paddle, you have scored.